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    posted a message on GetSpellTexture type function for buffs
    Quote from taleden
    Fair enough :)

    The way Auracle does this is it uses a placeholder question-mark icon at first, and then the first time it sees the buff it's looking for, it remembers the icon texture (from UnitAura()). Then when the buff is missing in the future, it still has the icon texture name saved.

    The advantage is you don't have to look up SpellIDs, you can just use buff names like you were planning on; the disadvantage is each thing you want to watch will have to be seen once for your addon to store its icon texture.


    Yes, this is what I ended up doing. The convenience of being able to just enter buff names makes up for that slight disadvantage for me.
    Posted in: Lua Code Discussion
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    posted a message on GetSpellTexture type function for buffs
    Well one feature is that I'd like icons for some frames and bars for others, but since I'm mostly doing this to learn about addon making, the main missing feature in Auracle is that I didn't write it(!).
    Posted in: Lua Code Discussion
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    posted a message on GetSpellTexture type function for buffs
    I'm trying to make a general buff/debuff timer/indicator addon and the missing buffs thing is just an option for the buff frames. Being able to add/remove watched buffs on a whim is a requirement. It Just Works is often nice but it's a bit outside of the scope of what I'm doing.

    It does what I want when I use spell ids, so now I'm happy :).
    Posted in: Lua Code Discussion
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    posted a message on GetSpellTexture type function for buffs
    The reason I'd like to go from name to texture is that I'd like the users to be able to just enter the names of the buffs they want to be reminded of in the options panel of the addon rather than making them having to look up spell ids for buffs. Well, the user. It's currently only me.

    So I guess the best way to do this is to first go from name to spell id and then from spell id to texture. Thanks for all the advice.
    Posted in: Lua Code Discussion
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    posted a message on GetSpellTexture type function for buffs
    Well if I do GetSpellTexture("Water Shield") I do get the Water Shield icon but then there's a spell named Water Shield as well. If I for example do GetSpellTexture("The Art of War") for the paladin talent buff, I get nil, even if I'm logged on with a paladin that has that talent and gets that buff. ???
    Posted in: Lua Code Discussion
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    posted a message on GetSpellTexture type function for buffs
    I'd like my buff addon to put up an icon on strategic places on the screen for certain buffs when I don't have them, to serve as reminders for me to refresh them. I basically have a list of buff names for the buffs I want to do this for. Since I want this icon to show when I don't have the buff, I can't get the icon texture from my current buffs. GetSpellTexture("name") is a nice and easy way to go from name -> icon texture for spells but I haven't been able to find anything similar for buffs. Is there anything like that or am I going to have to make and store a list in the addon itself?
    Posted in: Lua Code Discussion
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    posted a message on LibCandyBar bars and mouseover
    Aah, now it works. Thanks.
    Posted in: Libraries
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    posted a message on LibCandyBar bars and mouseover
    I'm trying to add tooltips to some bars I make with LibCandyBar but I can't seem to get the OnEnter/OnLeave stuff work for the bar. This is what I have with the non script stuff excluded:

    local LCB = LibStub("LibCandyBar-3.0")
    
    ...
    
    local function mouseEnter(self)
        print("Hello World")
    end
    
    local function mouseLeave(self)
        print("Goodbye World")
    end
    
    .....
    
        local bar = LCB:New(texture,width,height) 
        bar:SetScript('OnEnter', mouseEnter)
        bar:SetScript('OnLeave', mouseLeave)
    When I try that, nothing is printed. If I make a dummy button and do like this:

    ....
    mybutton = CreateFrame("Button","mybutton",UIParent,"UIPanelButtonTemplate")
    mybutton:SetPoint("CENTER",0,0)
    mybutton:SetWidth(80)
    mybutton:SetHeight(22)
    
    mybutton:SetScript('OnEnter', mouseEnter)
    mybutton:SetScript('OnLeave', mouseLeave)
    then I do get 'Hello World and 'Goodbye World' when I mouseover the button. Does anyone know if there are some special hoops I have to jump through to get the desired result with a LibCandyBar?
    Posted in: Libraries
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    posted a message on Omen2
    On the old Omen I used to set the warnings to 90% or 110% depending on what class I played and just hide the Omen window. Unless it was a fight with Gruul or Bloodboil type threat mechanic shenanigans I could just happily nuke away and back off a bit if I saw a warning and all was well even without having the exact threat bars showing. Now with Omen2 it seems to me I only ever get warnings if the window isn't toggled off. Is this right or am I just imagining things? If I'm right, is there any chance of this getting back in? I won't mind taking an editor to the code myself if it's not deemed important for the official version as long as someone can give me an idea of what needs changing where :o

    I searched the thread for 'warning' but none of the posts that came up seemed to deal with this particular issue.
    Posted in: Raid AddOns
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    posted a message on Bartender3 - Action Bar AddOn for WoW 2.0
    Quote from Fin »

    The Modality plugin for BT3 allows this very easily, and in fact I have just configured my bars to do exactly that. Also, some bars only show up if I'm in combat and targetting a hostile unit, and some only if my pet is there, etc. etc. Modality really is truly fucking awesome.


    Thanks for the tip, I've played around with this a bit and it does the trick. My only worry now is that Modality hasn't been updated in a few months either :o
    Posted in: General AddOns
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    posted a message on Bartender3 - Action Bar AddOn for WoW 2.0
    I would like to make some bars show/hide when entering/leaving combat. I can't find a way to do this now so I suppose this would be a feature request. If this would be added to Bartender3 I wouldn't have to keep using the apparently abandoned InfiniBars to do this for a few buttons, which would be nice. Does anyone know of another non abandoned button addon that can do this?
    Posted in: General AddOns
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    posted a message on Quartz: Modular Casting Bar
    Is there a way to make the target and focus target casting bars have different color depending on which school of magic is being cast? Like red for fire, blue for frost and so on. This is a feature of for example Antagonist that I really don't want to give up.
    Posted in: General AddOns
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